Ok redid my tread in the other when we were goin too much off topic
To resume all the patch seems incomplete some bug (major one) are still here and some unit (usf mortar are too strong) or tulip stun (if it was 3.5 it would be good but there are 2 rocket more like 4 sec) stg seems more like " I have muni to spend ok let's build an stg" instead of a real choice in the strategy something like 3 stg for 90-109 mun would be fair they almost match bar but get ourclassed by 2 bar
The game is heading in the right direction but some faction really need some quality of life changes like why no sweeper on strum with panzer sherck or move healing to tier 0 ,make the cal 50 ap round the same or better than mg42, Capt. Seems like a dead tier with the mortar rounds on tier 0 and no zook
Ukf most effective strat is still emplacements spam might need to move the fire power to other unit, ost is still ost, t34 still seems dead at tier 4 could be much better at tier 3.5
Patch 23 again
24 Jun 2016, 01:37 AM
#1
Posts: 4474
24 Jun 2016, 02:18 AM
#2
Posts: 56
The idea of the hotfix on the 23rd was to address immediate issues with obvious bugs, another patch should be expected in a few weeks to further tweak the new balance once there's been enough time to play it thoroughly.
24 Jun 2016, 04:02 AM
#3
Posts: 794
USF is fine and requires a shit ton of mircro. I agree though, the m1 is just an odd addition.
The SU on the other hand is wrecking ass.
The SU on the other hand is wrecking ass.
24 Jun 2016, 08:52 AM
#4
Posts: 14
It seems there is also a bug or i don t know what it is with volks. It seems that they cant fire panzerfaust after reaching veterancy! what s up with that??
I think they fixed it after all!
I think they fixed it after all!
24 Jun 2016, 09:26 AM
#5
Posts: 323
24 Jun 2016, 09:50 AM
#6
Posts: 26
"Removed the random abandon critical from SturmTiger that could happen during reload."
Does this mean I can reload my Sturmtiger anywhere now, without the fear of having it decrewed?!
Does this mean I can reload my Sturmtiger anywhere now, without the fear of having it decrewed?!
24 Jun 2016, 10:30 AM
#7
Posts: 323
"Removed the random abandon critical from SturmTiger that could happen during reload."
Does this mean I can reload my Sturmtiger anywhere now, without the fear of having it decrewed?!
From the little test i made in cheatmode, yes sturmtiger seems to not be decrewed while reloading
24 Jun 2016, 12:25 PM
#8
Posts: 1063
Stun nade and Combined Arms fixed finally. Hey my raketen still comes from off-map is this intentional?
24 Jun 2016, 13:15 PM
#9
Posts: 2636 | Subs: 17
Stun nade [..] fixed finally
I completely missed that part.
Can somebody verify that Stun nade doesn't mess up with the following?
- Preventing retreats
- Cancelling retreats
- Disabling MGs permanently
- Disabling units permanently if they eat the nade while exiting the garrison
D:
24 Jun 2016, 15:04 PM
#10
Posts: 976
I completely missed that part.
Can somebody verify that Stun nade doesn't mess up with the following?
- Preventing retreats
- Cancelling retreats
- Disabling MGs permanently
- Disabling units permanently if they eat the nade while exiting the garrison
D:
Great news ! Hoping they are really fixed this time ! Thx Relic.
24 Jun 2016, 15:11 PM
#11
Posts: 500
I completely missed that part.
Can somebody verify that Stun nade doesn't mess up with the following?
- Preventing retreats
- Cancelling retreats
- Disabling MGs permanently
- Disabling units permanently if they eat the nade while exiting the garrison
D:
Stun nade still prevents retreats, and today I had a match where a rifle got hit by a stun nade, and they couldnt retreat anymore, even after stun went away.
Anecdotal, but it's what I experienced
24 Jun 2016, 15:47 PM
#12
Posts: 1248
Stun nade still prevents retreats, and today I had a match where a rifle got hit by a stun nade, and they couldnt retreat anymore, even after stun went away.
Anecdotal, but it's what I experienced
Just cant code it to not!
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